Improve performance of face picking.

This commit implements two improvements. First, it rewrites
SMesh::FirstIntersectionWith() to use an optimal (as currently known)
ray tracing algorithm. Second, it rejects triangles without
an associated face entity outright.
pull/36/merge
EvilSpirit 2016-11-19 16:21:11 +07:00 committed by whitequark
parent 7758844f96
commit d37f53e190
3 changed files with 55 additions and 21 deletions

View File

@ -327,32 +327,23 @@ bool SMesh::IsEmpty() const {
} }
uint32_t SMesh::FirstIntersectionWith(Point2d mp) const { uint32_t SMesh::FirstIntersectionWith(Point2d mp) const {
Vector p0 = Vector::From(mp.x, mp.y, 0); Vector rayPoint = SS.GW.UnProjectPoint3(Vector::From(mp.x, mp.y, 0.0));
Vector gn = Vector::From(0, 0, 1); Vector rayDir = SS.GW.UnProjectPoint3(Vector::From(mp.x, mp.y, 1.0)).Minus(rayPoint);
double maxT = -1e12;
uint32_t face = 0; uint32_t face = 0;
double faceT = VERY_NEGATIVE;
for(int i = 0; i < l.n; i++) {
const STriangle &tr = l.elem[i];
if(tr.meta.face == 0) continue;
int i; double t;
for(i = 0; i < l.n; i++) { if(!tr.Raytrace(rayPoint, rayDir, &t, NULL)) continue;
STriangle tr = l.elem[i]; if(t > faceT) {
tr.a = SS.GW.ProjectPoint3(tr.a);
tr.b = SS.GW.ProjectPoint3(tr.b);
tr.c = SS.GW.ProjectPoint3(tr.c);
Vector n = tr.Normal();
if(n.Dot(gn) < LENGTH_EPS) continue; // back-facing or on edge
if(tr.ContainsPointProjd(gn, p0)) {
// Let our line have the form r(t) = p0 + gn*t
double t = -(n.Dot((tr.a).Minus(p0)))/(n.Dot(gn));
if(t > maxT) {
maxT = t;
face = tr.meta.face; face = tr.meta.face;
faceT = t;
} }
} }
}
return face; return face;
} }

View File

@ -42,6 +42,47 @@ bool STriangle::ContainsPointProjd(Vector n, Vector p) const {
return true; return true;
} }
bool STriangle::Raytrace(const Vector &rayPoint, const Vector &rayDir,
double *t, Vector *inters) const {
// Algorithm from: "Fast, Minimum Storage Ray/Triangle Intersection" by
// Tomas Moeller and Ben Trumbore.
// Find vectors for two edges sharing vertex A.
Vector edge1 = b.Minus(a);
Vector edge2 = c.Minus(a);
// Begin calculating determinant - also used to calculate U parameter.
Vector pvec = rayDir.Cross(edge2);
// If determinant is near zero, ray lies in plane of triangle.
// Also, cull back facing triangles here.
double det = edge1.Dot(pvec);
if(-det < LENGTH_EPS) return false;
double inv_det = 1.0f / det;
// Calculate distance from vertex A to ray origin.
Vector tvec = rayPoint.Minus(a);
// Calculate U parameter and test bounds.
double u = tvec.Dot(pvec) * inv_det;
if (u < 0.0f || u > 1.0f) return false;
// Prepare to test V parameter.
Vector qvec = tvec.Cross(edge1);
// Calculate V parameter and test bounds.
double v = rayDir.Dot(qvec) * inv_det;
if (v < 0.0f || u + v > 1.0f) return false;
// Calculate t, ray intersects triangle.
*t = edge2.Dot(qvec) * inv_det;
// Calculate intersection point.
if(inters != NULL) *inters = rayPoint.Plus(rayDir.ScaledBy(*t));
return true;
}
void STriangle::FlipNormal() { void STriangle::FlipNormal() {
swap(a, b); swap(a, b);
swap(an, bn); swap(an, bn);

View File

@ -188,6 +188,8 @@ public:
bool ContainsPoint(Vector p) const; bool ContainsPoint(Vector p) const;
bool ContainsPointProjd(Vector n, Vector p) const; bool ContainsPointProjd(Vector n, Vector p) const;
STriangle Transform(Vector o, Vector u, Vector v) const; STriangle Transform(Vector o, Vector u, Vector v) const;
bool Raytrace(const Vector &rayPoint, const Vector &rayDir,
double *t, Vector *inters) const;
}; };
class SBsp2 { class SBsp2 {